Make your own free website on Tripod.com

Submarine and Anti-Submarine Weapons

Name:        Rng:       Dam:    Ht:  Tng:  Cts: Ammo: Cost:
-------------------------------------------------------------         
Depth Bomb    -/--/1   20/10/5   -   -.4MP   -    -   2,000
Sea Thunders  7/14/21  1pt/mine  *     *     *    *  2XMiss  
SLAS         5 Boards  15/7/3    10  15.0   15    5  20,000/T
2-Stage SRT   3/ 6/ 9  1pt/miss   #    #     #    #  60,000/T

Special Items:
-------------------------------------------------------------
Beagle Buoy    -/--/8     -       -   1.5    1    - 250,000 
Anti-Laser Asl 3/ 6/ 9    -    1/miss   3    2    6   4,000/T
Winch and Grip -/--/--    -       0   1.0    1    -   5,000 
Pontoons       -/--/--    -       - 1.0/20& 1/20& -   8,000
Amphibian Conv -/--/--    -       -  5%Tng 5%Tng  -  10,000/T

* = Same as with standard LRM launchers
# = Same as with standard SRM launchers
& = 1ton/crit per 20 tons vehicle weight

With the perils of the modern battlefield increasing every day, and with the threat of cheaply produced XL-equipped naval vehicles beginning to materialize, you cannot afford to let your regiment fall prey to the enemy's sea-borne defenses and assaults. That is why the Federation has begun a program of renovating and overhauling existing IS weapons and equipment to meet an unanticipated foe, the heavy submarine.

Depth Bomb:

As its name suggests, the  Depth Bomb is little more than a standard fighter-portable bomb designed to detonate at a pre-selected depth once dropped. This depth is pre-set when the bomb is loaded on the ground, but may be changed manually once the aircraft is in flight, requiring one round of time. Each bomb has its own depth-sensitive detonator, so that each bomb may detonate at a different depth. Bombs require no tonnage, but cause the aircraft to lose .4MP for every bomb loaded on its exterior pylons due to the hampering of the vehicle's aerodynamics.

When mounted under a fighter, a Depth Bomb functions for all purposes like a standard bomb, except that it may only be used to attack surface and subsurface naval vehicles. A fighter must dive-bomb the target hex, after a successful roll, the bomb sinks to the pre-set depth and explodes, doing 20pts to the target hex, 10 pts to all adjacent hexes (including the hex directly above and below the target hex, and 5 pts to all hexes adjacent to those hexes, due to the concussion wave that the bomb generates in the water. VTOLs and VTOL capable fighters utilize the Depth Bomb in a similar manner, with the exception that a VTOL must end its turn above or adjacent to the target hex to attack it with a Depth Bomb.

Missed bombs are considered to have gone off harmlessly in the target hex.

Sea Thunders:

Inspired by both the success of the Thunder LRM round in ground warfare and the ubiquitous and stealthy nature of submersibles, Anaheim Electronics has designed the Sea Thunder LRM round for use in waterway defense and bracketing maneuvers, or whenever the threat of submarine action in enclosed waterways becomes a factor in battle.

The Sea Thunder is a special variant of the standard Thunder round, replacing the guidance systems of the standard LRM and the multiple submunition property of the Thunder with a monofilament anchoring system, depth-sensitive gauge, neutral buoyancy tanks, and proximity warhead all in a compact LRM casing that may be launched from a standard LRM launcher.

When launched from a LRM launcher, the Sea Thunders create a minefield at a user-specified depth with a damage value equal to the number of missiles fired, not exceeding 20pts. When a submarine or surface vessel enters a mined hex, it must roll per standard minefield rules to see if the field detonates. If the field detonates, the resultant shock wave ensures that all mines detonate, doing full damage to the target.

SSM ARROW IV Missile:

First in a line of submarine warfare items, Anaheim Electronics has designed a submarine-launched anti-submarine weapon, capable of being fired by a submerged vessel at another submerged vessel by the use of specially modified Arrow IV rounds. Such a weapon will be decisive in destroying submerged and hiding submarines which cannot be attacked in any other method.

The Submarine-Launched Anti-Submarine (SLAS) missile is an Arrow IV missile equipped with a small extra solid-fuel stage designed to lift the missile out of the water, (Level 2 or less, due to the lightweight and consequently thin rocket casing) where its standard engines take over. The missile then proceeds to fly up to a distance of 5 boards away, where its engines direct it to re-enter the water and detonate at a pre-determined depth in the target hex. The missile does 15 pts of damage to the target hex (due to decreased explosive warhead to accommodate extra solid fuel), 7 pts to all adjacent hexes, and 3 pts due to the concussion wave to all hexes adjacent to those. Missed shots are handled in the same way as standard missed artillery shots, with an additional 1d6 rolled to determine the depth at which the missile explodes. If the depth roll exceeds the depth of the water at the point at which the missile lands, the missile detonates at the lowest possible depth.

SLAS rounds are fired out of standard Arrow IV launchers, but due to the unique construction and handling characteristics of the missile's SRB stage, may not be fired by naval surface vehicles. The round is available (though not suggested) for use with standard vehicles and Arrow IV equippped mechs (VLAS, and MLAS respectively). A homing missile variant is also available, requiring TAG assistance from a friendly unit and doing comparable damage to its ground-based counterpart,15pt directly, 3pts collaterally, and 1pt to the next set of adjacent hexes.

Due to the low-altitude nature of the SLAS round, it may be fired at targets on the surface of the water, but not at ground targets beyond the shore.

Exploding SLAS rounds do 20pts of damage per missile to the carrier.

2-Stage SRT:

Similar in principle to the SLAS missile, the 2-Stage Short Range Torpedo utilizes a solid-fuel additional stage to the standard SRT round to boost the missile out of the water. This missile, although reduced in potency due to the extra space taken up by the solid-fueled rocket stage, allows an attacking submarine the unprecedented oppurtunity to launch missiles at enemy units outside the water that are within its line of sight.

The 2-Stage SRT round may be fired from any standard SRM launcher, at any target that the submarine has LOS to within the SRM's range. Elevation changes count as 1 MP for ranging purposes. The to-hit number is calculated normally, and the number of missiles that hit are rolled for normally on the missile hit table. Due to reduced warhead, however, these SRTs do only 1pt of damage per missile. 2-Stage SRTs are not NARC or ARTEMIS FCS compatible, though standard rounds fired from the same launcher may take advantage of these systems.

2-Stage SRTs may not be launched from the surface due to the unique boost system of the missile which is controllable only when water-launched and therefore may only be used on vehicles or mechs which intend on firing them from underwater. Detonating SRT ammunition does 2 points of damage per missile to the carrier.

Beagle Buoy:

With the special nature of submarine warfare, and the danger of submarines carrying relatively long range weaponry to the battlefield, Anaheim Electronic industries has stripped down and rebuilt the now famous Beagle Probe system for use in exclusively aquatic environments.

The new Beagle Probe, the Beagle Buoy, is a sonar-like modification of the standard probe, with a range double that of the standard probe due to the good sonar-carrying capabilities of water. This Beagle Buoy can detect shut down camouflaged and even disabled submarines and mechs under water (with deeper depths considered as 1MP per level), as long as LOS exists between the carrier vehicle and the target.

Due to the water-specific nature of the Buoy, it may only be used in contact with, or under the water. It may not be used to detect targets out of water.

Anti-Laser Aerosol:

The copious amounts of laser weaponry fielded on the modern battlefield since the return of the clans has spelled the doom of many a lance commander in the last years of war. Units trapped and saturated by laser and particle beam fire have had little recourse other than to mount heavier armor (and less weapons) thereby worsening the combat situation.

Now Anaheim Electronics has a new option with the small lance commander in mind, a variant of the SRSG round introduced recently, the Anti-Laser Aerosol round.

Capable of launch from the regular Short Range Smoke Grenade launcher, the variant round releases a thick metal oxide vapor which partially reflects incident high-frequency laser light, while absorbing particle beam energy. A single ALA missile contains enough aerosol to last for 3 rounds (with wind movement of the cloud determined normally). A single ALA round produces a single-density smoke field which reduces the damage of all beam weapons with LOS passing through the smoked hex by 25%, rounding up. (For example, an IS ML is reduced to 4pts of damage, an IS PPC is reduced to 8pts damage.) Each successive round dropped in the hex reduces by another 25% of the power of a beam weapon passing through the hex, for a maximum reduction of 75% from a maximum of 3 rounds released into the hex (further missiles have no appreciable effect).

The gas cloud released by the ALA round obscures LOS for any unaugmented unit (such as infantry) with a to hit modifier of +1 per ALA round. This modifier does not apply to mechs or vehicles however, since the smoke does not block radar, etc. ARTEMIS FCS is effectively blocked by the cloud, and all ARTEMIS equipped missiles hit as normal missiles if they must pass through an ALA mist.

The to-hit number for ALA launches are handled as standard SRSG launches, with up to six missiles launched per round with 1pt ht per missile, to a maximum of 9 hexes, per artillery hit and scattering rules. These missiles must be fired at the beginning of the firing phase, and all other weapons shoot at a secondary target modifier of +1 to hit afterward.

Winch and Grip:

Originally intended so that Anti-Submarine equipped VTOLs might carry the improved Beagle Bouy, the winch and grip system allows any vehicle to lower or lift objects at a maximum rate of 1 level/round. The winch and grip can lift any object of tonnage less than or equal to the craft's suspension factor/lift factor/ tonnage, whichever is greater for that vehicle. Once an object is lifted above ground level, the lifting vehicle (which must be at least one level above it) is slowed down accordingly (losing at least 1MP). If critical space allows, lifted items may then be stowed in the same location within the vehicle after one round. Cargo stowed is considered protected by the vehicle's armor and may not be automatically hit with a hit on the relevant location as is unstowed equipment.

Any hit on the winch and grip system automatically destroys the winch motor and severs the line, dropping the object being lifted.

Pontoons:

When fighting in the open ocean, you can't afford to lose valuable units when they run out of fuel and have nowhere to land. Neither can you have your VTOLs hovering out in the open over the water without anywhere hide and conserve energy. That's why your vehicles require a cheap, cost- effective and reliable system for landing on water.

The Anaheim Electronics aircraft pontoon system consists of a cluster of CO2 cartridge inflated sturdy plasti-skin pontoons stowed near the landing gear of the aircraft, which may, in the beginning of the round in which landing will occur, be inflated by the pilot of the VTOL or STOL. From this point on, the aircraft's movement is halved due to the air resistance of the bags. The aircraft may then land on the water's surface with no penalties.

If the VTOL pilot wishes to launch from the water's surface, he may do so, but he will retain the 1/2MP penalty unless he decides to jettison the pontoons. This occurs at the beginning of the movement phase and must be immediately proceeded by take-off of the aircraft from the water. If the aircraft does not launch, or if the pontoons are destroyed while the aircraft is parked in the hex, it is considered to have sunk in that hex.

STOLs (standard aircraft) may not take off from water using the pontoon system. Pontoons, since they expand outward from the vehicle's body, are hit automatically by any hit to the location in which they are placed. Any hit on a pontoon location destroys that bag, making inflation impossible, sinking the aircraft if it is currently parked in the water.

An exception to the pontoon inflation rule occurs if the aircraft is critically damaged during the firing phase. Before it crashes at the beginning of the next movement phase, the pontoons (as long as the location in which they reside still exists) inflate automatically. If the aircraft crashes over water, this prevents sinking of the aircraft. No other effects occur.

Amphibious Conversion:

When fighting in wet/swampy terrain, you can't afford to have your costly armor units slipping and sinking into the water. Nor can you afford to have your valuable tactical fire-support tanks stuck away from your troops by impassible rivers and lakes.

After several months of testing and refitting, Anaheim Electronics has perfected a reliable amphibious vehicle conversion kit for most armored vehicles (wheeled and treaded). Taking up 5% vehicle tonnage and critical spaces (At least one of which must be in the rear section of the vehicle), the conversion kit features a rear-mounted outboard motor which stows into an armored compartment after use, waterproof paneling for the outside of the vehicle, buoyancy tanks (lightweight rubber held under the vehicle's armor), and raised exhaust pipes/ports for ICE engines. These additions (which can be made to any vehicle with only about a week's worth of work) to the craft's frame allow it to travel at 1/3 its ground-rated MP over water.

To use the amphibious system, any ground vehicle need only deploy the outboard motor in the hex immediately preceding the water, (expending 2MP in the deploying process) and then enter the water hex normally. When leaving a water hex for land, the vehicle must retract its motor (another 2MP) or risk having it exposed to enemy fire.

Any hit on the outboard motor critical location while stowed, or any hit to the rear of the vehicle when deployed automatically disables the motor. If the vehicle is on the water at the time the motor is disabled, the craft is set adrift without mobility. For the floatation tanks to properly function, the vehicle's armor may not be completely depleted in an location. If an armor section is breached, the floatation bags are considered punctured and if the craft is on the water at that time, it automatically sinks.